Some things about this enchantment so far: it has a chance to proc no matter how much health you have as it will apply this buff for if and when you fall below 35% health. It also has a 20 second duration and with no internal cooldown (so far) it'll be very easy to keep this buff up at all times. The buff itself is in the physical school which means it cannot be dispelled.

Not only will this be a nice tanking enchant, it will also prove to be an even better PvP enchant in numerous situations where healing may be tough.

Update: After looking at what looks like a nerf to the healing done (down from 2000 to a range of 360 to 440), my guess is that the buff will stack up to 5 times allowing for the range to look more like the description of the enchantment (except stacking this 5 times would lead to 1800 to 2200 healing - close enough to the enchantment's description).

Update: Now looking at a more accurate description of the enchantment, it directly corresponds to the to above mentioned buffs meaningOne stack: 360 to 440 healingTwo Stacks: 720 to 880 healingThree Stacks: 1080 to 1320 healingFour Stacks: 1440 to 1760 healingFive Stacks: 1800 to 2200 healing

Understand that this type of healing spell lies in the physical school therefore it work like a bandage, except this spell has a completely different mechanic. It is not going to scale with spell power or critical strike chance.

And now here's Ollie with the TLDR: "It heals you and glows red!"

EDIT: Updated stats.

Comment by Jaston

Seems perfect for AoE grinding/farming. Now I'll need another weapon to AoE farm.

Comment by pinch999

This can essentially be interpreted as the enchant that allows Rogues to solo Onyxia & other old bosses.

Comment by Snaga

Very powerful tanking enchant. A question for troop: If tanks don't go below 35% health, why do tanks use stamina?

Comment by Dyrusa

This seems to be the intended new weapon enchant for tanking druids, to go along with Blade Ward for Warriors/Paladins (DKs will still be using their Runes).

Sadly, the way the enchant works now makes it of conditional value based on the boss who is beating on you. Sure, it may be useful for fights like Patchwerk where a tank may go below 35% frequently and needs a lot of heals, but even then it is still comparable to Mongoose, the TBC-era enchant that is still the enchant of choice for most tanks.

Comment by Venoseth

DyrusaMongoose, the TBC-era enchant that is still the enchant of choice for most tanks.

Except Paladins, who still get slightly more benefit from Potency because STR is Paladin's #1 threat stat, and it's minor EH increase from BV. Another TBC enchant. The lack of any truly viable MT weapon enchant in WotLK is a bit frustrating, here's to hoping we get Blood Draining. :o

2k heal sounds low. Is this enchant any good?Probably. As with the paladin talent Ardent Defender this enchant will never call out "wow amazing". However it will save you from certain death given this scenario:You get hit hard and fall to 5k life. This enchant proccs giving you ~7k life. The next hit from a mob hits you for 6k leaving you at 1k. A big heal (50k lay on hands) comes in and saves you. Your raid was just saved from certain doom by this enchant without you even noticing.

Hey this enchant works like the palladin talent Ardent Defender. That's a good combo right?No. This enchant is bad if you have Ardent Defender. Consider this:You were hit and you are currently at 33% of your life equaling 10k. This enchant procs and brings you to 12k also known as 40% of your life. The next hit from the boss is 15k. You are dead. If you would still be at 10k life Ardent Defender would lower the damage to 9,75k leaving you at 250 hp. Your enchant just killed you.

Comment by Azalee

Hey this enchant works like the palladin talent Ardent Defender. That's a good combo right?No. This enchant is bad if you have Ardent Defender. Consider this:You were hit and you are currently at 33% of your life equaling 10k. This enchant procs and brings you to 12k also known as 40% of your life. The next hit from the boss is 15k. You are dead. If you would still be at 10k life Ardent Defender would lower the damage to 9,75k leaving you at 250 hp. Your enchant just killed you.

If you would have gotten hit for 15k, ardent defender would reduce that to 10.5k, resulting in you still being dead; however....

That is an extreme example, here's another for you.

You get hit and are at 8k, enchant procs, bringing you to 10k, you get hit again for what would have been between 8 and 10k damage after ardent defender. your enchant just saved you.

As you can see an extreme example can be generated for either situation. If you like or don't like this enchant for yourself that is fine but don't post about ardent defender ruining this enchant when in fact it does not.

Comment by Belghast

Calling this a tanking enchant seems a bit off to me. Considering I sit at around 37k hp raid buffed, a 2k heal anytime I drop below 35% just doesn't seem like much of a perk at all. If I take damage to push me over the top its generally because my healers haven't topped me back off after one of the "big hits" that various bosses do. And in those situations, 2k honestly a drop in the bucket.

I figure I will be going with blade warding

Comment by Aretia

I think the real point of this enchant is being dodged.

The question is: Does it glow?

Comment by kylex3

this seems kind of intriguing for rogue pvp it might help our squishy asses when added to the extra hundred+ resilience i expect from S6 gear. That and I like the proc chance being 50%, thats much higher than berserking. The only question is can it proc multiple times if you say go above 35% from the enchant then you get more stacks will it proc again as soon as possible or will it have an internal cooldown?

Comment by Cyno

If I'm reading this right, this will basically make you indestructable in AoE grinding. For instance a bear spamming Swipe; Get the buff up to 5 stacks, then when you go below 35%, you get a heal. Once you get back to 35% again, you'll have the stack up again from the swipes and you get another heal.

I must be wrong on something here, just don't know what =/

Comment by ZettaSlow

I have to wonder...

I use Lifeward on my tank druid for AoE farming. (Demo roar to keep aggro, get about 20-30 mobs, barkskin, swipe spam...Profit?) anyway.

I'm wondering if this has some sort of Internal cooldown to it. Let's say I'm spamming swipe, one swipe will easily get 5 procs of this on a pack of 20+ mobs, if I fall below 35% health will this "activiate" then once i've swiped again, 5 stacks back up will it activate again in succession? I love Lifeward and honestly I can't think of a better enchant for AoE farming. Would this enchant surpass that or is there a secret super duper hidden loophole somewhere?

Comment by WarDaft

Some Math:

- Let x represent the percentage of tank health the boss hits for on average.- Let y represent the percentage of tank health the enchant is expected to heal for.

- We will assume that in order for a hit to take you below 35%, you must first be above 35%. This not strictly true, but extremely likely for a boss and ensures the calculations remain simpler.

- We will assume that incoming healing and damage are not in hard synch. Obviously healing follows damage, but there are many different possible health values you can be at before falling below 35%. Barring weird mechanics you are generally equally likely to be at 40% health vs 41% health immediately before the hit that takes you below 35%, across all different possible boss hit sizes - you can select specific damage intervals which will make the enchant look bad, but you can also select intervals which make it look good, neither specific case is useful to determine it's overall benefit.

- Given that, and in order to actually make an attempt at calculating the effect in conjunction with AD, we will assume that if being struck by a boss hitting for an average of x% of your health that you are equally likely to be at any given health level between 35% and 35+x% before the hit that reduces you below 35% of your total health.

With this, we can show that the odds of this enchant moving you out of AD range is y/x. The value of this decreases considerably as bosses hit harder.

So now we alter the calculations for the safe ranges of health values for the second last hit before dying.

Prior to this, the safe range was 1.7*x to min(2*x,35+x)

With this enchant, there will be more than one important range.

The main AD safe range will become 1.7*x-y to min(2*x-y,35+x-y) //Everything has shifted down by y. No net effect.If 35 < x < y+35, there will be an unsafe range of 35+x-y to 2*x-y //There is a chance that you may get bumped above 35% into an unsafe range. This is not a disadvantage of the enchant, it's simply a range where it does nothing.If 35 < x < y+35, there will be an additional safe range from 2*x-y to 35+x //There is a chance that you will get bumped above 35% into a naturally safe range. For other tanks, there is no lower limit on x in this portion.If 35 < x there will be a final unsafe range of 35+x to 2*x //This is there now, but with the numerous different health ranges to determine life and death, I feel I should make note of the final gap between AD not saving you and where you would live anyway.

If you want to try to take into account expected healing from other sources, stick a "-h" into every range endpoint. I considered this redundant.

Comment by oewasmand

This enchant is currently not trainable from the enchanting trainer and there is no recipe for it from Vanessa Sellers. Does anybody know how it is obtained?

*EDIT* The recipe appears to be a drop from bosses in Ulduar.

Comment by Kavorkian

drops from Ulduar

Comment by Cowcatbear

There have been a lot of people wondering if / how long the internal cooldown is and the answer is there is a ten second internal cooldown. This means it will take a minimum of 40 seconds to get all five buffs, probably closer to 45 seconds.

Assuming that you fall below 35% health every 45 seconds, this means that this enchant is worth about 44 health per second. More importantly, this 2k(ish) heal will occur when you need it the most, so it has definite possibility to save your life.

Comment by drooood

The level 75 requirement is interesting. We have to assume that a level 75+ player that actually wants to use this enchant is not wielding low level weapons. The word that seems really confusing is "wielder". If it requires the wielder to be level 75, then one would have to assume they have already wielded the weapon and it is therefore soulbound. But then why can it be enchanted onto a scroll? We can assume, then, that using this scroll on a weapon makes the weapon become soulbound.

So, my assumptions:

- only works with Weapon Vellum III- requires a level 75+ player to enchant it to a weapon- requires a soulbound item, or causes the item to become soulbound, so a 75+ player could not put it on a level 20 green wep and then send it to an alt or sell the item

Can anyone confirm any of this?

Comment by Nebaku

Since I don't see a "Below 35% if an attack hits you for *set percent* of your health, this will heal you"

Does this mean that this item would work if I were farming lower level content, with 2 1 handers, and this enchant on each?

Comment by WeaselBoy

It may be worth noting that since it procs from bleed damage that it may work with hunters' Piercing Shots talent (http://www.wowhead.com/?spell=53238). As soon as it appears on our server I will either confirm or deny this.

Feel free to confirm.

Comment by ZettaSlow

After testing it for about 2 days and looking at Recount.

This. Can. Crit. :O

But I'm still going back to Lifeward as I hardly ever drop below 35% anyways.

Comment by EnDsInRuBy

i would not suggest this as a prot paladin as it takes way too long to stack and its possible to fall off since we have no bleed attacks. - i would go with the Blade Warding instead.

Comment by kulkie

id take having an increased chance to not be hit at all than a rather small heal when my hp goes a bit low...

tbh in ulduar the bosses that hit hard enough to put your hp below 35% in 1 hit your healers will be maxing out their heals and you will be back to 100% in no time without this enchant, bosses that hit small enough that it takes more than 2 hits to get you to 35% the chances of it reaching that low are small and even smaller with blade ward active :)

also remember that if ulduar bosses hit hard enough to get you to 35% hp in 1 shot, then this enchant will hardly ever get to its full potential of 5 stacks during a boss fight : / probably more like 2 or maybe 3 stacks at which point my judge/seal of light would out heal it, and that doesnt require me to go below 35% hp and has an incredably high proc rating ;p

thats my opinion anyways, a 2k heal wouldnt chance the course of a battle imo wheras that extra 4% to parry a 30k hit reduces the chance of you getting a damage spike to you.

if i was against a boss where i actualy did need the extra healing for one reason or another id just pop seal of light, combined with judge of light it has a very high chance of healing me up to around 1200-1300 every time i hit

Comment by JohnntLode

I have to agree with most of the people posting that a 2k heal is a negligible amount compared to all the HP and damage tanks are taking nowadays. However, while 2k alone is not a large heal, in a combination with a few other cooldowns and situations it could make for a decent oh crap button for tanks to use.

To show its usefulness I will ***assume*** that you have the knowledge that you will not receive a heal before the next hit and that the next hit will kill you.

* * *(Yes I understand this is very situational, I imagine it would be easier to do in 10 man where you know healers arestunned out of range etc.)

You see the point with many different values of X...... BTW-- ( the point in which you are below 35% HP)

And based on our earlier assumption we can also assume that a different source of a health boost can be used, obviously there are a few:Health Stone, Health pot, Trinket -- As mentioned before these items don't provide much of a boost in Hp alone, but when combined at the same time...

Of course there are many different "smart" heals too, they add to the total effectiveness of blood draining as well... Prayer of mending, Earth Shield, living seed .. etc

I could include a lot more math in showing the totals of these spells as well but you get the picture...When all of these abilities COMBINE, they create a much better chance that the tank will survive the next hit ( the most important aspect of a tank),I think you have a much greater chance of surviving with this form of healing than depending on the RNG of parry, dodge, etc. to bail you out of a killing blow.All of the techniques I describe here for survival are not based on RNG but based on your ability to keep Earth shield, POM etc on the tank at all times, Which imo is much more reliable than RNG.

I would like to also note that this also increases your effective health as well:

Assuming you use shield wall afterward, you take 60% less damage so__A 10k hit only hits for 4k, 5k hits for 2K(assuming no other multipliers for damage reduction exist)So the +2k health you gained it really worth 5k effectively.

Please go easy at picking apart my math and logic behind this post, I will attempt to update anything that is incorrectly assumed. Tank away!

Comment by Vennarok

Question... Will this smart-heal trigger even while I'm feared or stunned? Say in a PvP situation... It might be a silly question, since I would assume "yes", but I feel like it would be good to ask anyway.

Whether this does or does not proc while being CCd I would think this could prove to be an excellent enchant for 2's teams that roll with double DPS - being able to stay away from the "finisher health zone" for a longer period of time and all.

Also, being a Ret Pally I would like to say that you're pretty much guaranteed 3 or 4 procs per rotation if it only triggers on melee attacks, ESPECIALLY if you have a little haste tacked on somewhere in your gear... Does this only trigger on Melee attacks? I think it might trigger on magic and ranged attacks as well... That being said you're pretty much promised a 5 stack through your first rotation if it triggers on EVERY direct attack you dish out.

*note* Divine Storm can hit up to 4 targets. So there's 2 stacks right there =]

AND if you're an Engineer, like myself, then you can use a hand rocket that may or may not actually trigger this proc... Since it does trigger my Vengeance when I crit my rocket, I don't see why it wouldn't also trigger my enchantment so long as we're counting ALL attacks give.

So yea... This might be a pretty wicked enchant for Ret Pally PvP to give us some more survivability =]

EDIT: This just came to me as well... Having a smart heal that's about the same amount as a top-end FoL (Flash of Light) this would be very nice for freeing up anyone's mind in having to micro-manage your heals. And given that AoW (Art of War) only procs when you crit on CS, DS and Judgments this would be a nice insta-heal when fighting other PvP geared payers due to the enemy having Resilience.

Comment by alcy

As a tank there are certain oh-*!@# times when you find yourself hovering 5-30% hp for quite some time (hit - heal - hit - heal) when things are going bad. This enchant could boost your chances of surviving that oh-$%^& moment, I'm prolly trying this when I've got enough defense to be capped without Stoneskin Gargoyle on my 2H, cause this will also be nice in PvP.

Comment by Chronalis

To be honest, there's a lot of theorycrafting going on about this.Personally, i picked this up tonight as Blade Warding still isn't available on the AH (and i don't know any enchanters with it).

After a bit of testing on the dummies, it looks like each stack has a 5-10s ICD. What i mean, is that once the first stack is applied, i found that it wouldn't reproc until about 5-10 seconds later (i.e. add another stack, or refresh the buff). I found out that self-damage (I used Seal of Blood to slowly bring myself down to 35%) doesn't proc this. That's not really a problem, but it's something you might want to look out for.

I'm considering staying with this for a few reasons. Firstly, there's always the chance it will save me. On fights like XT-002, during the quake, it's possible that this might save me from the final tick or 2 (if healer's can't get to me in time that is).

However, it also serves well for PvP. I always liked Crusader, because of the Strength bonus, but also because of the small heals it provided. Strength bonus aside, in PvP, considering this will be up almost constantly while i'm in combat, it's possible it might be what decides the outcome of the tougher battles. With the massive amounts of damage reduction Paladin's have, it's fairly likely that once they hit that 35% mark, they'll get a ~2K heal from this, and after that, AD will kick in and help them through the next few moments until the proc is back up again.

obviously + 35 agility is now ignored due to mongoose working since a few patches ago.

i usually have 43-44k hpas a druid tank so a 2k buffer isnt that much wheni'm getting pounded for 20k from Ulduar bosses and trash. Savage defence work differently as it takes 1.5-2k dmg off a bit hit which you expect to be healed back by your healers.

So lets say your a druid with blood draining. If your below 35% either you been hit very hard or your healers are slacking or busy dying. so the next hit coming you way could kill you and 2k ish healing not going to do anything.If your healers are on the ball there also ahigh chance this heal will get swamped or just become over heal.

Plus you got to get it to stack before its any use. so there are times its going to proc on 1 2 or 3 stacks and be no use what so ever.

I'm sticking with Mongoose for now as this gives me about 3% dodge on a regular occasion.it also gives me more crit which means more svanage defence and also more threat !.and threat for an already heavily stammed druid tank is important. also crit and dodge equate to rage if your propperly specced and rage can = more threat,regen heal or demo roar which reduces dmg again.

only use for this chant is pvp imo

Comment by Frentic

I testet both new Ulduar Weapon Enchants. Blood Draining took 5 minutes to get results. Blade Ward took me 1h and 37 mintues, till rng was small enough to not have that huge impact at the results.

Enchant Weapon - Blood Draining

Overview:Your attacks and bleed effect sometimes grant you "Blood Reserve", which heal you for about 400 hp per stack, whenever you health is below 35%.

In-depth:This Enchant has a hidden cooldown of exactly 10 seconds and a procc chance of about 50% on every hit and bleed attack. The buff has a duration of 20 seconds and stacks up to 5 times. This means that it will take at least 40 seconds to build up the stack, because the hidden cooldown prevents the procc, and another 10 seconds to start a new stack.Each procc adds 360-440 healing to the stack.

According to this and assuming it will procc instantly after cooldown went off, this enchant is worth 40 HPS.

IMO this enchant is crap, cause ~2000 heal isn´t that much and 50 seconds are too long for this tiny heal.

Enchant Weapon - Blade Ward

Overview:Your attacks sometime grant you "Blade Warding" which will grant you 200 parry rating per stack with a duration of 10 seconds. If you parry an attack while you have this buff you will additionally deal ~700 damage per stack to the attacker - this will consume the buff.

In-depth:This Enchant does not have a hidden cooldown and can stack up to 5 times. Sometimes each of 4 hits in a row procced the enchant and sometimes it took 3 minutes for one procc. During my test I attacked with the enchanted weapon 4000 times. The procc occured 111 times which is equal to 2.775% of the attacks. It took 107 minutes to perform this test. According to this the chance to procc is about 3% or 1 PPM. Due to there is no cooldown, a raid enviroment will have massive impact on the efficiency of this enchant. Assuming your are a warrior you will use a 1.6 speed weapon and a shield. In a 5 minute fight with common raid buffs you will perform 225 white hits and one style every GCD. These attacks will result in ~13 proccs in these 5 minutes. If the enchant proccs only after the last procc went off by parring an attack, you will have the additional 200 parry rating for ~43%. If we keep the calculation this simple the enchant is worth 86 parry rating and 30 DPS.

Its not possible to calculate this enchant more exactly. The buff can be refreshed short before it would went off, which will make the enchant more efficient or a buff with 5 stacks which grants you 1000 parry rating can went off, cause every attack at you was dodged and then 1000 parry rating arent worth anything. Due to the huge DR on parry rating the efficiency of 200 parry rating depends on your gear. Additionaly the parry rating granted by the enchant will increase the number of your attacks due to the mechanics of parry-haste which will increase its efficiency by itself.

Even millions of attacks with this enchant will not clearly determine how much this enchant improves your avoidance.

IMO this is the best avoidance enchant, cause it´s the only real avoidance enchant.

Comment by Grishnaak

"Just under 80,000 healing on me tonight, cleared through to Vezax. Had an extremely high uptime on the buff, though I think that's been covered already.

As someone said, it's like a smart healing pot. Very very very good enchant in my opinion."~Ciderhelm www.tankspot.com

There you go. The world's leading authority on tanking gives this enchant his endorsement. :)

Comment by Thwack

Seems to be an internal cooldown of 10's on the buff. IE won't proc more than once every 10s but if your spamming abilities procs pretty quick after that. Seems to take about 45s avg to get a full 5 stack.

Comment by Violotaro

1) Erm... has anyone mentioned that this only procs on bleed attacks?I'm not up to speed with Paladins, but I know that DKs have no bleed attacks... Isn't this enchant best suited for Warriors and Druids?

2) Also I didn't see the following point clarified: when you do a bleed attack does it stack and stay in "reserve" as the name - and tooltip - implies or does it only start stacking after you drop below 35%?

3) All things considered, this enchant might not replace others... PvPers will still prefer burst damage. Sure a Cat Druid, an Arms Warrior or even a Fury Warrior that puts this on his/her offhand might get saved in an arena and not have to rely on a stunned healer. If Blizz keeps to their prediction that upcoming Seasons will be less burst kills and even out to longer mid-duration fights due to resilience cap this might actually be useful.On the PvE side it's more or less the same. I doubt that guilds will prefer a DPS that can heal 'his ownsy' and relief the healers over a pure DPS enchant that simply gets the job done as most see only the numbers of the Recount gods. Tanks will have Blade Ward or Mongoose for Bears that increase their survivability.

Any informed (through experience) opinions about any of these topics?

Comment by aimrobot

Reading both enchants blade ward and blood draining i still see blade ward as being better it increase chance to remove 12k hit.like some said it healed 80000 in a raid night i mean thats less than 8 hits blade wards need to help stop

Comment by TewDIE

Can you get even higher heals with much spell power? Paladins for example.

Comment by Shedim

All the "The Enchantment killed you"-talk is crap .. its the same as to say "the last tick of lifebloom"-killed me! .. Bad Druid!

In addition: U25 Bosses do not hit for 10k .. they hit for 20k and more. I have ~42k raidbuffed (Protpaly) and I'm below 14k very often in Ulduar. I Vezax lands a clean hit you are likely to find urrself below AD threshold. When this happens I want EVERY piece of heal I can get in the next 2 seconds because I am not going to survive a second clean hit.

An enchantment offering a 2,2k instant and for free? ... GIEF!

I'm going to trade Precision for this one once the Mimiron Bracers drop of Behemoth and I can restock to capped hit.

Comment by Jezpalulaj

In response to Ciderhouse's response to this enchant, I would urge people to consider that if the extra avoidance procced from Blade Ward caused 4-5 more boss parries over the course of his clear to Vezax, the damage avoided would be greater than the 80k healing Blood Draining caused. Given the huge number of swings made against a tank over the course of tanking an instance, I would be very surprised if this enchant yielded better raw healing-that-didn't-have-to-be-done-by-healers than Blade Ward would have.

Also consider that Blade Ward is a decent source of threat.

Comment by rinevan

Well, sure, if your healers magically stopped healing every time you parried. They don't, however, so it's a poor reason to choose blade ward over blood draining. A better reason is because parrying an attack that might have killed you is better than receiving a negligible heal that won't save your life.

Comment by TMWNN

All the "The Enchantment killed you"-talk is crap .. its the same as to say "the last tick of lifebloom"-killed me! .. Bad Druid!Indeed. People who can't even spell "Ardent Defender" right are making ridiculous claims about blood draining's alleged danger for paladins. I could point to a mathematical simulation of the enchantment in action, but will simplify the question even more for the skeptics:

Do you tell your healers to not put heals-over-time on you while tanking? Do you click off HoT buffs when your health nears 35%?

If you don't understand the relevance of these questions to the topic, then you have no business debating blood draining's benefits. Meanwhile, I look forward to taking my newly-enchanted Titanguard back into Ulduar 25 soon.

Comment by Daish

Prot Paladins have a 30% less damage taken talent when lower then 35% hp wouldent this basicly cancel out the affect of this enchant allmost compleatly?

say i take a hit get down to 33% then get healed for 1-2k and get put up to 36% i would take 30% more damage then i would of if this enchant did not trigger?

Comment by spike3607

After playing around with this enchant it seems like this stacking effect has a 10 second Internal Cooldown. At first I thought it was a low proc chance but it seems everytime the buff dips below 10 secs, it stacks/refreshes.

Comment by greyf0x

Thanks to my inquisitive and generous guild, I just tried out Dual Wielding with Blood Draining. Here are my findings:

* Blood Draining can NOT double proc like mongoose or berzerking does.* Blood Draining on two separate weapons shares the same 10 second internal cooldown.

Essentially, there is no point using two weapons with this enchant, as the only gain will be a marginally higher chance to proc outside of the 10 second internal cooldown. Considering the proc rate seems high enough that it rarely falls off when in combat, there is no practical reason to use two of these enchants.

Comment by Soobydoo

My only question is, the ability states "sometimes grant Blood Reserve when striking an enemy or inflicting damage with bleed attacks" so does this mean any dot or only to things such as rend or rip only triger this? That warrior and Durid tanks have witch pallies do not.

Comment by mixter

Probably very epic PVP enchant, i've had many "zomg, so close" situations in arena, so thisshould help a ton

question: can it heal multiple times while under 35%?if yes, every1 that can afford it will buy it for pvpif no, most will still buy it :D

Comment by Gormourn

Question: Does this thing, y'know, only get charges from melee attacks? Is it possible to get the aforementioned charges through ranged attacks or spells?

Comment by Ventras

With changes coming to Ardent Defender in 3.2, this should be the No.1 enchant for Paladins.

Comment by DuncanofED

Seems like this will be a very awesome enchant for Arms pvp, particularly people who don't have a BG pocket healer. Pretty nice for feral pvp too.

Comment by DreamingDemon

This enchantment goes up by ~400 health every 12 seconds (more or less, depending on weapon speed), to a maximum of ~2000 health after about 48 seconds. The cycle can occur about once per minute, so this enchantment heals for 2000 health per 60 seconds, or about 167 hp5 (33 health per second), as long as you are being taken below 35% health at least once a minute. If you go below 35% rarely, then the enchant heals for less, but when it heals it's at the most important time and for the maximum possible value.

I posted this because the math in the other posts was rather off. It's not every 45 seconds for two reasons:

First, with a 10 second ICD, after the cooldown is over you still need to hit to get the next charge. So it gains charges at a rate slower than once every 10 seconds; faster weapons will help it gain charges quicker, by having less delay after the ICD is up. I do not have a tank with this enchant, so I apologize, but I can't make sure this is true. Has anyone done testing to confirm the length of the ICD and the proc % per swing?

Second, once it gets used up there's still the most recent ICD that got you to your 5th stack... meaning a 10 second wait after you hit 5 stacks before you can go back up to 1 stack. Or, to put it another way, it takes more than 10 seconds to gain one charge, so there's no way you can have a full 'build up and use it' cycle faster than every 50 seconds. Only the first build up (at the start of the fight, when the cooldown starts ready) will have you reaching 5 stacks quicker.

All in all, a superb tanking enchant.

Comment by dumac

max hp times zero dot thirty five equals your health barrier then it can procc.

Health barrier means thirty five procent of your hp. Remember you need to take into account of your abilities and raid buffs to see the barrier in raid really.

this is how it looks as a formula instead of writing

m0.35=a

Comment by ExEvolution

How quickly will a feral tank get a full stack of this enchant's buff with all their bleeds?

Comment by Littlebigman

This looks hella awesome for a warrior, I have enraged regen but a 5 stack proc could save my life expecially since I have so little healing effects! :D looks leet as all hell

Hope its worth the cash/time

Comment by extremities

people are complaining about the potential negative reaction with Ardent Defender; yes, it's there, although it's less than the nay-sayers say. however, it should be noted that with the proposed 3.2 changes to Ardent Defender, this negative interaction will no longer occur, making this enchant perhaps the best for palatanks.

Comment by nizodk

I was wondering, since there is 10 sec eternal cd on the buff... That means it takes 50 sec to get the 5 stacks right?

There goes my idea of enchanting this on a 1h and equipping it with a shield for added survival :(

Please correct me / whatever if its wrong or right :)

Comment by Flyhard

As of 3.2, this enchant might be worth looking at again. As the Ardent Defender for Paladins will no longer leapfrog, this will increase EH... If it is worth it compared to other enchants - I don't know.

Comment by STDknives

2k heal sounds low. Is this enchant any good?Probably. As with the paladin talent Ardent Defender this enchant will never call out "wow amazing". However it will save you from certain death given this scenario:You get hit hard and fall to 5k life. This enchant proccs giving you ~7k life. The next hit from a mob hits you for 6k leaving you at 1k. A big heal (50k lay on hands) comes in and saves you. Your raid was just saved from certain doom by this enchant without you even noticing.

Hey this enchant works like the palladin talent Ardent Defender. That's a good combo right?No. This enchant is bad if you have Ardent Defender. Consider this:You were hit and you are currently at 33% of your life equaling 10k. This enchant procs and brings you to 12k also known as 40% of your life. The next hit from the boss is 15k. You are dead. If you would still be at 10k life Ardent Defender would lower the damage to 9,75k leaving you at 250 hp. Your enchant just killed you.

As of 3.2, if that 15K were to hit you at 40%, it is no longer able to skip over the ardent defender damage reduction if damage would bring you below 35%. Making this enchant combo viable for prot. paladins.

Comment by Quest

....Math time.

20k hits? Alright42k health? Good to go14.7k is 35% of 42kAt that point a paladin tank has 21k EH. Basically you -can- survive another hit unless this were to heal you over 14.7. Then you would of needed this heal PLUS an additional 5k heal or you will die. Thus "this enchant can kill you" was true at the time.

Now that they have fixed AD to what it should of been in the first place, this enchant is awesome. Also, Ciderhelm is a warrior. He didnt have to deal with this pre-3.2.

Comment by arcor

this would be a good "oh !@#$" PVE tank enchant for a druid tho right?

Factor in : Frenzied Regeneration Glyph (+20% more heals during duration) And all the HPS from Survival Instincts+Surv Insts. Glyph.....? And having Lifeblood Macrod in with all them Oh-$%^& macros...... hmmmm

What I also mean to ask is does the Frenzied Regeneration Glyph effect work with this enchant too?

Comment by Wirrless

Let me get this straight, after you've dropped below 35% HP and claimed 5 stacks of this procc you get instant healed for 2,2K HP and then it takes 10 seconds for it to procc again?

Comment by Trandhorn

Hei there!

I'd like to know how good is the Blood reserve proc, and i mean as a protection paladin so i wont benefy from phisical dot chance; and to be more specific i'd like to know if someone tried it in pvp and hear their comments about this in pvp...

Cause i think that for tanking purposes, a boss fight is long enough to let also a paladin the chance to full stack the 5 blood reserves even without dots proc, but in pvp it's all a different thing of course :)

Comment by archknightjakio

Hey this enchant works like the palladin talent Ardent Defender. That's a good combo right?No. This enchant is bad if you have Ardent Defender. Consider this:You were hit and you are currently at 33% of your life equaling 10k. This enchant procs and brings you to 12k also known as 40% of your life. The next hit from the boss is 15k. You are dead. If you would still be at 10k life Ardent Defender would lower the damage to 9,75k leaving you at 250 hp. Your enchant just killed you.

Trying to ignore the extremity of your scenario, since it was changed http://ptr.wowhead.com/?spell=31852 not only reduces damage taken, but also heals you from a hit that would otherwise kill you. So the next hit being 15k would proc another heal, not kill you. Unless you already had it proc before and it's on it's 2 minute cooldown, but then again it's a mechanic that is supposed to save your life in a tight situation. If your healers cant keep up on you w/out using these two procs as a crutch, or if you're taking that much damage in such short amount of time, then as many people have said, you need to work out your gear/ strategy.

Having said that, and also noting what STDknives said:

As of 3.2, if that 15K were to hit you at 40%, it is no longer able to skip over the ardent defender damage reduction if damage would bring you below 35%. Making this enchant combo viable for prot. paladins.

This enchant isn't bad synergy with AD

Comment by progshine

Don't like it, still using my Titanium Weapon Chain. I prefer my tank with hit (315 now) and dodge 29% now) than any 'chance' to trigger.

Comment by sully501

I'm a feral tank and decided to try this enchant out on a new ICC weapon I just got. I went to solo ZG and I think I'm a little confused about how it is working. I was hovering around 35% health and then I'd see the buff occur and then immediately fall off over and over again.

So my question is simple, does the stack get completely removed the second you get healed above 35%? If this is the case then I'm going to have to go back to Mongoose. There is a lot of theorycrafting about how 2k can saved your life, but if I am taking enough hits below 35% to get this to a 5 stack before some healer decides to help me out then I'm in a lot of trouble.

I could see this being primarily useful for an AoE off-tank who always has add duty and thus is taking several hits per second. Also, it would be a good edge in PvP fights as others have mentioned. I do not think it's worth it for any sort of single boss main tanking, but I could also be wrong about the mechanics.

Comment by Pinochet

The buff stacks while you are above 35%. Once a swing takes you below 35%, it fires off for however much it has accumulated.

If you're in a raid, this tends to stack up to 5 stacks fairly quickly (because healers are keeping you up over 35%). Then it kicks in for a full 2k once you get knocked down below 35% for the first time.

When you're soloing, the same mechanics end up producing a somewhat different behavior. As your HP gets slowly whittled down to 35% from full, this stacks up to 5 and then heals you for 2k on the first hit that brings you down to 35%. So far this is exactly what happened in a raid, it just took a lot longer to see a proc.

However, now that you have dropped below 35% things start to look a little different. What happens is this:

One of your melee swings puts one charge of the buff on you.

Moments later, one of the mobs you're soloing hits you.

Because you are below 35%, the charge fires off and heals you for ~400.

You wait out the rest of the 10 second icd from the first step.

Rinse and Repeat

So this is why you're seeing the buff pop up and fall off immediately, and you don't see any heals for 2k after the first one. You should be getting a steady stream of heals for 400, however, making this a pretty solid enchant for soloing old content.

Comment by sully501

Ahhh ok that makes a lot of sense now. I appreciate the response, thank you!

Comment by Paulus990

Not sure if I missed it among these 70 posts, but I have a question- is this any useful for warrior in arenas, for 1h weapon when you have to shieldwall? I was thinking that it might help somewhat when you go defensive, if every strike or bleed can heal you for 400 or so. Can anyone comment on that?

Comment by vesoha

it was nice for ulduar back then, but today the heal is way to small to do a diffrence for anything but 5mans, in raids a good geared tank get half of this back each time he hit a boss who got judgement of light on him. Wotlk still lacks a weapon enchant for tanks that can beat mongoose. And there wont be one, the parry enchant will get more interesting in cata i think but it looks like there will be better enchants out by then.

i only see a use for this enchant in pvp, and even there only for laughs and bg fun, would have been nice for 60-70 twinks but level req ruins it.

Comment by NikNax

Everyone is commenting about healing power of this...

"... or inflicting damage with bleed attacks"

Im a kitty dps, which NOW, since 4.0.1, relies on mostly bleeds. Would this be good for a kitty dps to have?